A sneak preview of Galactic Civilizations III v2.5 Part 2

A sneak preview of Galactic Civilizations III v2.5 Part 2

Version 2.5 is easily the biggest update to the base game of GalCiv III since its first release back in 2015. What makes these updates possible is the continuing sales of DLC and expansions like Crusade.

The much beloved Galactic Civilizations II never got an update like this one. That is because back then, games were sold at retail and so there was no realistic way to keep updating the base game like we can today for budgetary reasons. Hence, GalCiv II came out in 2006. Dark Avatar came out in 2007. And Twilight of the Arnor in 2008 each being its own stand-alone game with the version before it being retired.

I don't know about you guys but I much prefer today's model where the base game keeps getting updated. However, developers often don't communicate the importance of expansions and DLC that make these updates possible.

Also, if you want to help us you can make a huge difference: REVIEW GALCIV III ON STEAM. If you've already reviewed it, feel free to write a new review. It helps reflect a more accurate recent review score. Steam uses the review score in their discoverability algorithm. Anything below 70% is basically invisible. Below 80% is mostly invisible (i.e. won't offer it on the search the store suggestions).

The main course

So far, version 2.5 (which we expect to release as an opt-in THIS WEEK) will have a number of immediate effects:

Changes the affect Crusade and GalCiv:

Turn times are much faster

The AI is much smarter

Lots of bug fixes

Massive improvements in game balance

Changes if you don't have Crusade:

Crusade based UI

Resources accumulate

Changes if you just have Crusade:

You can, with a command line param, jump between the base game and Crusade

When you play DLC that was originally made for the base game, the game can play it in base game mode for balance fixes.

Crusade specific balance and fixes.

GalCiv III v2.5 vs v2.33

Let's take a look at some of the more obvious changes...

Setup screen

The setup screen is similar but with some key improvements such as the ability to mouse over an opponent and see what they are all about.

Main Map

Besides UI changes, GalCiv III 2.5 now starts with a Summary screen so you can see how you're doing compared to others. Moreover, you may notice that the graphics are quite a bit better thanks to the improved shading system.

Research Screen

Note that the technologies are no longer put into categories to sift through. Also, just a simple polish point, Professor Dawkins now asks you what you want to research.

Planet Screen

The planet screen is updated to show how much is going towards ship construction vs. social construction. Influence is now shown as a resource and now that food is a global resource it gets its own thing too. Word on the street (which will get tweaked to use that full area) now exists to tell you what people think of your planet.

Shipyard

Improved graphics and the ships are now animated (the colony modules spin).

Govern

The govern screen gets a make-over visually. Crusade introduces the Citizen-based economy. Coercion has been eliminated in both versions for 2.5.

Starbase Screen

Besides visual improvements, constructor spam is eliminated. If you have the resources/money you can build a module instantly.

Diplomacy Screen

The leader is now displayed rather than the planet. Minor races are no longer shown here but instead can only be communicated with via their planet and only if they are within sensor range (i.e. you need to keep a ship or sensor beacon nearby). In Crusade they are just speed bumps (though they will be getting a free update in the future to make them more distinct).

Trade Screen

The most obvious change on the Trade Screen is the barter bar. You can now see how close to a deal is based on how your opponents value each side's offer rather than guessing.

Next up

We hope you like what you see here! I'll be doing an AAR over on the Stardock Reddit. Feel free to join me there and subscribe.

It's heartening to see it's being worked on. I've liked that about the whole Galciv series all along. It increases the replay value, when it's a new game very couple months. I just hope the market is fair about that--I hate to see the market mothball a title right when it comes of age.

It's heartening to see it's being worked on. I've liked that about the whole Galciv series all along. It increases the replay value, when it's a new game very couple months. I just hope the market is fair about that--I hate to see the market mothball a title right when it comes of age.

GalCiv III continues to sell very well. It is the most popular space-based TBS on the market.

It's heartening to see it's being worked on. I've liked that about the whole Galciv series all along. It increases the replay value, when it's a new game very couple months. I just hope the market is fair about that--I hate to see the market mothball a title right when it comes of age.

GalCiv III continues to sell very well. It is the most popular space-based TBS on the market.

Minor races are no longer shown here but instead can only be communicated with via their planet and only if they are within sensor range (i.e. you need to keep a ship or sensor beacon nearby). In Crusade they are just speed bumps (though they will be getting a free update in the future to make them more distinct).

I'm thrilled to hear that minor races are going to be expanded on. They're one of the features that I think could be better exploited. If you've ever played the game Star Trek: Birth of the Federation it had a really great diplomacy system for interacting with the minor races. You could trade with them, form an alliance or convince them to join your empire and if you succeeded in getting them to join your empire willingly or managed to conquer them you could build special improvements that would help your whole empire and which only that minor race could build.

PS: What is a sensor beacon? Is this something we can construct independent of a starbase? Or is he just saying we need a starbase or planet who's sensor range encompasses the minor race? Because I'd love to be able to build some little sensor buoys without wasting an administrator to build a starbase.

i use it mostly with multiplayer with friends who have only base game so will this update allow me to use crusade n still play with them on base game , what of dread lords dlc will it be compatible with base game?

recently i had take off mercenary dlc as it not let me play with my friends to and like now why , if they allow these exspanssion's to be used by host to show friends them from base game then they get see what it like and would decide get it them selves

Minor races ... will be getting a free update in the future to make them more distinct).

Brad, please take a look at what maiden666 has done in his Future Worlds GCII mod. He has given minors their own tech tree that lets them compete at least a little with the majors, e.g. giving them very powerful initial Improvements, e.g. giving them the techs to build Trade Goods (though they rarely beat the majors to the goods), e.g. making them quite difficult to conquer for the first year or two. Some interesting ideas for making minors something other than speed bumps.